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It seems that writers of video games often forget that the entire tradition of dramatic story telling is based on leaving things unsaid. This is what makes ICO, even ten years after its release, a refreshing experience. It is why nobody complains that the back story for the characters is never explained or even touched upon. Anything that the characters don’t feel like explaining out loud is never delved into. Since the boy and the princess don’t speak the same language, this means we don’t get a lot of monologuing. Even the main villain is never understood, as far as her history goes. Nobody cares. It’s that fairy-tale simplicity taking effect. To use a broader example, The Little Mermaid made it from start to finish without explaining what the Sea Witch did to get tossed out of Underwater Paradise (TM)... and only a very few of us feel cheated by that.
I’m not sure when “cinematic” became connected with “dramatic-monolouge” in the mind of developers. At some point they became convinced that players needed to have explanations for everything that was going on in order to enjoy a video game. They obviously forgot that the world once went crazy over a game featuring a plumber from Brooklyn fighting evil turtles and mushrooms. Where was the explanation there? Humans love stories, but it is not the explanation that makes a good story. No one asked why Elves existed in The Hobbit. Tolkein explains it in The Silmarillion, but most people haven’t bothered to read it. ICO knows exactly what needs to be explained and what doesn't and, in this manner, more "isn't" than "is." The technique works. By the final moments of the game, you will have gained an emotional understanding of the characters that is more powerful than their history could possibly be. When the word "Fin" appears on the screen, you will feel like a complete story has been concluded, though you'll have as much trouble as I did trying to put it to paper later.Rating:
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